Server doesn't process anim notifies with montage tick type set to queued when bad network conditions occur

UE - Anim - Gameplay - May 3, 2023

After some testing this issue looks to only occur with queued notifies and not with branching point notifies. UDN: https://udn.unrealengine.com/s/question/0D54z00009643x4CAA/server-doesnt-process-a ...

RenderTarget Texture Alpha rendered incorrectly when SceneCapture2D AA set to true

UE - Graphics Features - Jan 8, 2016

The Alpha Channel of the Render Target Texture is rendered as a value of 1 (solid white) when the SceneCapture2D actor is set to LDR with PP and Anti-Aliasing is set to true in the General Show Flag ...

Duplicate slots being created in Anim Slot Manager

OLD - Anim - Dec 11, 2015

Duplicate slots are being created automatically under the Default Group in the AnimSlotManager. This is causing some problems because it replaces the originally created slot with the duplicate in t ...

Modulated shadows do not render in the correct area on older devices / versions of Android OS

UE - Platform - Mobile - Apr 5, 2016

This issue was reported by a user who was having issues with their modulated shadows showing up in random spots on their mobile devices. Their devices were a Samsung Galaxy Note 2 and a ASUS Zenfon ...

Crash with FBX with LODs when distance fields and Generated Lightmaps are enabled

UE - Graphics Features - Jan 12, 2015

DESCRIPTION: When importing a mesh with 1 or more additional LODs when Generate Mesh Distance Fields has been enabled via the Project settings will cause a crash if the import options include using ...

Crash when connecting to Source Control

Tools - Apr 27, 2016

Attempting to connect to Source control causes the editor to crash immediately. According to Travis.L this only affects Binary builds. Regression: YES - Connecting to source control worked as expec ...

FLowLevelMemTracker::GetTagAmountForTracker with CustomProjectTag returns 0 always

UE - Foundation - Core - May 7, 2020

FLowLevelMemTracker::GetTagAmountForTracker with CustomProjectTag returns 0 always. Because of FLLMTracker::FLLMThreadState::GetFrameStatTotals don't amount to about CustomTags. Following code will ...

Crash trying to convert skeletal mesh to Nanite

UE - Graphics Features - Nanite - Mar 6, 2025

In SkeletalRenderNanite.cpp / FDynamicSkelMeshObjectDataNanite::UpdateBonesRemovedByLOD, bone indices are of type FBoneIndexType (defined as uint16 from BoneIndices.h), instead of int32. On line 18 ...

Insufficient precision of Decode71 function

UE - Rendering Architecture - Shaders - Jun 5, 2025

Encode71 and Decode71 in DeferredShadingCommon.ush are functions that convert 8-bit values ​​to 7-bit values ​​and mask values, and licensees have reported that the accuracy is insufficient when usi ...

Large Landscapes cause long PIE start time delays

UE - LD & Modeling - Terrain - Landscape - Jan 29, 2020

These delays appear with large Landscapes (for example 8029 x 8029) . The delays only start occurring after the level is saved and reopened. After which PIE start times will be 5 to 15 times longer ...